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alkaline.def
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/*QUAKED weapon_axe (0 .5 .8) (-16 -16 0) (16 16 32)
{ model(":progs/g_axe.mdl"); }
Axe.
*/
/*QUAKED weapon_shotgun (0 .5 .8) (-16 -16 0) (16 16 32)
{ model(":progs/g_shotgn.mdl"); }
Shotgun.
*/
/*QUAKED func_breakable (0 .5 .8) ? NO_MONSTERS
A visible object that can be destroyed by shooting it. If it has a targetname, it will not be directly damageable.
NO_MONSTERS: object ignores damage from monsters
"health" Default 20
"cnt" number of pieces of debris to spawn. default 6.
"style" The style of the debris:
0 = green metal (default)
1 = red metal
2 = concrete
*/
/*QUAKED func_explobox (0 .5 .8) ? START_OFF
An exploding brush entity. Works just like misc_explobox.
Keys:
"health" Default 20
"dmg" default 100
*/
/*QUAKED func_laser (0 .5 .8) ? START_OFF LASER_SOLID
A togglable laser, hurts to touch, can be used to block players
START_OFF: Laser starts off.
LASER_SOLID: Laser blocks movement while turned on.
Keys:
"dmg" damage to do on touch. default 1
"alpha" approximate alpha you want the laser drawn at. default 0.5. alpha will vary by 20% of this value.
"message" message to display when activated
"message2" message to display when deactivated
*/
/*QUAKED func_turret (0 .5 .8) ? START_OFF
A rotating laser shooter that aims at the player in any horizontal direction. Has a capped rotation speed based on skill setting. When triggered, toggles between active and inactive states
START_OFF spawns in the inactive state
place in the level in the active/attacking position for proper lighting.
"movedir" the offset from active position to the initial START_OFF position
"movedir2" the offset from the active position to the deactivated position (after being previously active)
"height" the position that laser originates, measured up from the very bottom of the model
"angle" determines the initial turret direction (horizontal directions only)
"speed" speed when moving to a new position
"sounds" sounds to use when moving to a new position
0) no sound
1) stone
2) base
3) stone chain
4) screechy metal
*/
/*QUAKED item_circuitboard (0 .5 .8) (-16 -16 -24) (16 16 32)
collectible circuit board thing
*/
/*QUAKED light_fixture1 (0 1 0) (-8 -8 -8) (8 8 24)
{
model(":progs/fixture1.mdl");
}
wall-mounted light fixture.
Default light value is 300
Default style is 0
Keys:
"angle2" is the angle the model should be facing; set it to face away from the wall
*/
/*QUAKED light_beacon (0 1 0) (-8 -8 -36) (8 8 8) BLINKING
{
model(":progs/beacon.mdl");
}
floor-mounted flashing red beacon
Default light value is 300
Default style is 0
Flags:
"Blinking" if you want the beacon to blink (Set style to "16" to match the skin animation.)
Keys:
"angle2" is the angle the model should be facing; set it to face away from the wall
*/
/*QUAKED misc_flag (1 0 0) (-8 -8 -8) (8 8 8) NOT_ANIMATED BIG
{
model(":progs/flag.mdl");
}
A hanging banner, gently waving in the wind. Normal dimensions: 64 wide by 144 long.
NOT_ANIMATED: Banner is not animated.
BIG: Banner is twice as big: 128 wide by 288 long.
*/
/*QUAKED misc_sparks (0 .5 .8) (-8 -8 -8) (8 8 8) START_OFF SPARKS_BLUE SPARKS_PALE
Produces a burst of yellow sparks at random intervals. If targeted, it will toggle between on or off. If it targets a light, that light will flash allong with each burst of sparks. Note: targeted lights should be set to START_OFF.
SPARKS_BLUE: sparks are blue in color
SPARKS_PALE: sparks are pale yellow in color
Keys:
"wait" is the average delay between bursts (variance is 1/2 wait). Default is 2.
"cnt" is the average number of sparks in a burst (variance is 1/4 cnt). Default is 15.
"sounds"
0) no sound
1) sparks
*/
/*QUAKED misc_smoke (0 .5 .8) (-8 -8 -8) (8 8 8) START_OFF
Produces a jet of smoke/steam. If targeted, it will toggle between on or off.
Keys:
"wait" is the delay between puffs. Default is 0.1
"movedir" is a vector representing the initial velocity in X Y Z values. Default is "0 0 250" (up)
"movedir2" is a vector representing the wind in X Y Z values. Default is "0 0 0"
"dmg" is the amount of damage each puff gives on contact. Default is 0
"sounds"
0) no sound
1) steam hiss
*/
/*QUAKED misc_splash (0 .5 .8) (-8 -8 -8) (8 8 8)
Produces a continuous particle splash for waterfalls
"color" color of particles. 0 through 15, corresponds to a row of the quake palette. (default 0)
"movedir" average movement vector of particles (default 0 0 4)
"wait" time between particle generation cycles. (default 0.1)
"volume" density of particles. (default 10)
*/
/*QUAKED trigger_ladder (.5 .5 .5) ?
invisible ladder entity. when player is touching this entity, he can climb by pushing 'jump'
Keys:
"angle" the direction player must be facing to climb ladder
*/
/*QUAKED monster_centurion (1 0 0) (-32 -32 -24) (32 32 64) AMBUSH x x x x x SPAWN_TRIGGERED SPAWN_SILENT
{ model(":progs/cent.mdl"); }
Centurion, 150 health points.
AMBUSH: monster will only wake up on really seeing the player, not another monster getting angry.
*/
/*QUAKED monster_dreadnaught (1 0 0) (-16 -16 -24) (16 16 40) AMBUSH x x x x x SPAWN_TRIGGERED SPAWN_SILENT
{ model(":progs/dread.mdl"); }
Dreadnaught, 150 health points.
AMBUSH: dreadnaught will only wake up on really seeing the player, not another monster getting angry.
*/
/*QUAKED monster_floyd (1 0 0) (-32 -32 -24) (32 32 64) AMBUSH ROLLING ASLEEP x x x SPAWN_TRIGGERED SPAWN_SILENT
{ model({ "path": ":progs/floyd.mdl", "skin": 0, "frame": 1 }); }
Automaton, 200 health points.
AMBUSH: floyd will only wake up on really seeing the player, not another monster getting angry.
ROLLING: floyd is on his back and helpless. explodes after taking 75 damage.
ASLEEP: floyd will not respond to anything unless he is shot or his targetname is triggered.
*/
/*QUAKED ambient_general (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
Plays any looped sound
Keys:
"noise" is the wav file to play
"volume" default 0.5
"speed" attenuation, default 3
*/
/*QUAKED info_rotate (0 0.5 0) (-4 -4 -4) (4 4 4)
Used as the point of rotation for rotatable objects.
*/
/*QUAKED func_movewall (0 .5 .8) ? VISIBLE TOUCH NONBLOCKING
Used to emulate collision on rotating objects.
VISIBLE causes brush to be displayed.
TOUCH specifies whether to cause damage when touched by player.
NONBLOCKING makes the brush non-solid. This is useless if VISIBLE is set.
"dmg" specifies the damage to cause when touched or blocked.
*/
/*QUAKED func_rotate_door (0 .5 .8) (-8 -8 -8) (8 8 8) STAYOPEN
Creates a door that rotates between two positions around a point of
rotation each time it's triggered.
STAYOPEN tells the door to reopen after closing. This prevents a trigger-
once door from closing again when it's blocked.
"dmg" specifies the damage to cause when blocked. Defaults to 2. Negative numbers indicate no damage.
"speed" specifies how the time it takes to rotate
"sounds"
1) medieval (default)
2) metal
3) base
4) screechy metal
*/
/*QUAKED func_rotate_entity (0 .5 .8) (-8 -8 -8) (8 8 8) TOGGLE START_ON
Creates an entity that continually rotates. Can be toggled on and
off if targeted.
TOGGLE = allows the rotation to be toggled on/off
START_ON = wether the entity is spinning when spawned. If TOGGLE is 0, entity can be turned on, but not off.
If "deathtype" is set with a string, this is the message that will appear when a player is killed by the train.
"rotate" is the rate to rotate.
"target" is the center of rotation.
"speed" is how long the entity takes to go from standing still to full speed and vice-versa.
*/
/*QUAKED func_rotate_train (0 .5 .8) (-8 -8 -8) (8 8 8)
In path_rotate, set speed to be the new speed of the train after it reaches
the path change. If speed is -1, the train will warp directly to the next
path change after the specified wait time. If MOVETIME is set on the
path_rotate, the train to interprets "speed" as the length of time to
take moving from one corner to another.
"noise" contains the name of the sound to play when train stops.
"noise1" contains the name of the sound to play when train moves.
Both "noise" and "noise1" defaults depend upon "sounds" variable and
can be overridden by the "noise" and "noise1" variable in path_rotate.
Also in path_rotate, if STOP is set, the train will wait until it is
retriggered before moving on to the next goal.
Trains are moving platforms that players can ride.
"path" specifies the first path_rotate and is the starting position.
If the train is the target of a button or trigger, it will not begin moving until activated.
The func_rotate_train entity is the center of rotation of all objects targeted by it.
If "deathtype" is set with a string, this is the message that will appear when a player is killed by the train.
speed default 100
dmg default 0
sounds
1) ratchet metal
*/
/*QUAKED path_rotate (0.5 0.3 0) (-8 -8 -8) (8 8 8) ROTATION ANGLES STOP NO_ROTATE DAMAGE MOVETIME SET_DAMAGE
Path for rotate_train.
ROTATION tells train to rotate at rate specified by "rotate". Use '0 0 0' to stop rotation.
ANGLES tells train to rotate to the angles specified by "angles" while traveling to this path_rotate. Use values < 0 or > 360 to guarantee that it turns in a certain direction. Having this flag set automatically clears any rotation.
STOP tells the train to stop and wait to be retriggered.
NO_ROTATE tells the train to stop rotating when waiting to be triggered.
DAMAGE tells the train to cause damage based on "dmg".
MOVETIME tells the train to interpret "speed" as the length of time to take moving from one corner to another.
SET_DAMAGE tells the train to set all targets damage to "dmg"
"noise" contains the name of the sound to play when train stops.
"noise1" contains the name of the sound to play when train moves.
"event" is a target to trigger when train arrives at path_rotate.
*/
/*QUAKED rotate_object (0 .5 .8) ?
This defines an object to be rotated. Used as the target of func_rotate_door.
*/
/*QUAKED air_bubbles (0 .5 .8) (-8 -8 -8) (8 8 8)
Air bubbles. They disappear
in Deathmatch.
*/
/*QUAKED ambient_light_buzz (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
Buzzing light. Sound.
*/
/*QUAKED ambient_drip (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
Dripping sound.
*/
/*QUAKED ambient_drone (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
Drone sound.
*/
/*QUAKED ambient_comp_hum (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
Computer sound.
*/
/*QUAKED ambient_flouro_buzz (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
Fluorescent light sound.
*/
/*QUAKED ambient_suck_wind (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
Wind sound.
*/
/*QUAKED ambient_swamp1 (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
Swamp sound 1.
*/
/*QUAKED ambient_swamp2 (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
Swamp sound 2.
*/
/*QUAKED ambient_thunder (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
Thunder sound.
*/
/*QUAKED event_lightning (0 1 1) (-16 -16 -16) (16 16 16)
Just for boss level. Used for
killing Cthon.
*/
/*QUAKED func_bossgate (0 .5 .8) ?
This bmodel appears unless players
have all of the episode sigils.
Used to close the floor in start.map
(stairs to Shub).
*/
/*QUAKED func_button (0 .5 .8) ?
When a button is touched, it moves
some distance in the direction of
it's angle, triggers all of it's targets,
waits some time, then returns to
it's original position where it can be
triggered again.
Keys:
"angle"
determines the opening direction
"target"
all entities with a matching
targetname will be used
"killtarget"
kills matching targets when fired
"speed"
default is 40
"delay"
waits # seconds before firing
"wait"
default is 1 (-1 = never return)
"lip"
override the default 4 pixel lip
remaining at end of move
"health"
if set, the button must be killed
instead of touched
"message"
centerprints message to activator
"sounds"
0 = steam metal
1 = wooden clunk
2 = metallic click
3 = in-out
*/
/*QUAKED func_door (0 .5 .8) ? START_OPEN x DOOR_DONT_LINK GOLD_KEY SILVER_KEY TOGGLE
If two doors touch, they are
assumed to be connected and
operate as a unit.
Key doors are always wait -1.
Flags:
"start_open"
causes the door to move to its
destination and operate in
reverse. used to close areas
when triggered.
the entity will be lighted in
closed postion, but spawned
in the open position.
"x"
this flag has been removed
"door_dont_link"
even if doors touch they won't
be treated as a unit.
"gold_key"
you need the gold key to open
this door (check worldspawn!)
"silver_key"
you need the silver key to
open this door (worldspawn!)
"toggle"
causes the door to wait in both
the start and end states for a
trigger event
Keys:
"message"
is printed when the door is touched
if it is a trigger door and it hasn't
been fired yet
"angle"
determines the opening direction
"targetname"
if set, no touch field will be
spawned and a remote button or
trigger field activates the door.
"target"
all matching entities will be used
"killtarget"
all matching entities will be
removed when fired
"health"
if set, door must be shot open
"speed"
movement speed (100 default)
"wait"
wait before returning (3 is default,
-1 = never return)
"delay"
waits # seconds before firing
matching targets
"lip"
lip remaining at end of move
8 is default
"dmg"
damage to inflict when blocked
2 is default
"sounds"
0 = no sound
1 = stone
2 = base
3 = stone chain
4 = screechy metal
*/
/*QUAKED func_door_secret (0 .5 .8) ? OPEN_ONCE 1ST_LEFT 1ST_DOWN NO_SHOOT ALWAYS_SHOOT
Basic secret door. Slides back,
then to the side. Angle determines
direction.
Flags:
"open_once"
stays open when triggered
"1st_left"
1st move is left of arrow
"1st_down"
1st move is down from arrow
"no_shoot"
only opened by trigger
"always_shoot"
even if targeted, keep shootable
Keys:
"target"
all matching targets will be used
"killtarget"
all matching entities will be
removed
"wait"
# of seconds before coming back
"delay"
waits # seconds before firing
its targets
"t_width"
override Width to move back
(or height if going down)
"t_length"
override Length to move sideways
"dmg"
damage to inflict when blocked
(2 default)
"message"
prints message when touched
If a secret door has a targetname,
it will only be opened by it's button
or trigger, not by damage.
"sounds"
1 = medieval
2 = metal
3 = base
*/
/*QUAKED func_episodegate (0 .5 .8) ? E1 E2 E3 E4
This bmodel will appear if the
episode has already been
completed, so players can't
reenter it.
*/
/*QUAKED func_illusionary (0 .5 .8) ?
A simple entity that looks solid
but lets you walk through it.
Does not block light.
*/
/*QUAKED func_wall (0 .5 .8) ?
This is just a solid wall if not
inhibitted.
Changes its texture(s) to alternate
ones (e.g. basebtn), if targetted.
*/
/*QUAKED func_train (0 .5 .8) ? RETRIGGER
Trains are moving platforms that
players can ride. The target's origin
specifies the min point of the train
at each corner. The train spawns
at the first target it is pointing at.
Use path_corner as targets.
To stop a train entity, make the
the last path_corner Wait -1.
If the train itself is the target of a
button or trigger, it will not begin
moving until activated.
Flags:
RETRIGGER: stop at each path_corner and don't resume until triggered again (ignores wait time)
Keys:
"speed"
moving speed, default is 100
"dmg"
damage, default is 2
"sounds"
1 = ratchet metal
2 = base
*/
/*QUAKED func_plat (0 .5 .8) ? PLAT_LOW_TRIGGER
Plats are always drawn in the
extended position, so they will
light correctly.
If the plat is the target of another
trigger or button, it will start out
disabled in the extended position
until it is triggered, when it will lower
and become a normal plat.
Flags:
"plat_low_trigger"
plat will only be triggered when in
lowered position
Keys:
"speed"
moving speed, default is 150
"height"
determines the amount the plat
moves, instead of being implicitly
determined by the model's height.
"sounds"
1 = base fast
2 = chain slow
*/
/*QUAKED func_dm_only (.0 .0 1.0) ?
A teleporter that only appears in
deathmatch.
*/
/*QUAKED info_null (0 0.5 0) (-4 -4 -4) (4 4 4)
Invisible entity. Used as a positional
target for spotlights, etc.
Removes itself.
*/
/*QUAKED info_notnull (0 0.5 0) (-4 -4 -4) (4 4 4)
Invisible entity. Used as a positional
target for lightning.
*/
/*QUAKED info_intermission (1 0.5 0.5) (-16 -16 -16) (16 16 16)
This is the camera point for the
intermission. Use mangle instead
of angle, so you can set pitch or roll
as well as yaw. 'pitch yaw roll'
Quake does a random pick if more
than one exists.
If no info_intermission entity is set,
Quake uses the player start.
Keys:
"mangle"
set 'pitch yaw roll'
*/
/*QUAKED info_player_start (1 0 0) (-16 -16 -24) (16 16 24)
{ model(":progs/player.mdl"); }
The normal starting point for a level.
Only one is allowed.
Keys:
"angle"
viewing angle when spawning
*/
/*QUAKED info_player_deathmatch (1 0 1) (-16 -16 -24) (16 16 24)
{ model(":progs/player.mdl"); }
Potential spawning position(s) for
deathmatch games.
Keys:
"angle"
viewing angle when spawning
*/
/*QUAKED info_player_coop (1 0 1) (-16 -16 -24) (16 16 24)
{ model(":progs/player.mdl"); }
Potential spawning position(s) for
coop games.
Keys:
"angle"
viewing angle when spawning
*/
/*QUAKED info_player_start2 (1 0 0) (-16 -16 -24) (16 16 24)
{ model(":progs/player.mdl"); }
Only used on start map for the
return point from an episode.
Keys:
"angle"
viewing angle when spawning
*/
/*QUAKED info_teleport_destination (0.5 0.5 0.5) (-8 -8 -8) (8 8 32)
This is the destination marker for a
teleporter.
Keys:
"targetname"
value used by teleporter
"angle"
new view angle after teleporting
*/
/*QUAKED item_cells (0 .5 .8) (0 0 0) (32 32 32) BIG
{
model({{ spawnflags == 1 -> ":maps/b_batt1.bsp", ":maps/b_batt0.bsp" }});
}
6 ammo points (cells) for the
Thunderbolt (Lightning).
Flags:
"big"
gives 12 instead of 6
*/
/*QUAKED item_rockets (0 .5 .8) (0 0 0) (32 32 32) BIG
{
model({{ spawnflags == 1 -> ":maps/b_rock1.bsp", ":maps/b_rock0.bsp" }});
}
5 ammo points (rockets) for the
Rocket/Grenade Launcher.
Flags:
"big"
gives 10 instead of 5
*/
/*QUAKED item_shells (0 .5 .8) (0 0 0) (32 32 32) BIG
{
model({{ spawnflags == 1 -> ":maps/b_shell1.bsp", ":maps/b_shell0.bsp" }});
}
20 shells for both Shotgun and
SuperShotgun.
Flags:
"big"
gives 40 instead of 20
*/
/*QUAKED item_spikes (0 .5 .8) (0 0 0) (32 32 32) BIG
{
model({{ spawnflags == 1 -> ":maps/b_nail1.bsp", ":maps/b_nail0.bsp" }});
}
25 ammo points (spikes) for
Perforator and Super Perforator.
Flags:
"big"
gives 50 instead of 25
*/
/*QUAKED item_health (.3 .3 1) (0 0 0) (32 32 32) ROTTEN MEGAHEALTH
{
model({{ spawnflags == 2 -> ":maps/b_bh100.bsp", spawnflags == 1 -> ":maps/b_bh10.bsp", ":maps/b_bh25.bsp" }});
}
Health box. Normally gives 25 points.
Flags:
"rotten"
gives 5-10 points
"megahealth"
will add 100 health, then rot you
down to your maximum health limit,
one point per second
*/
/*QUAKED item_artifact_envirosuit (0 .5 .8) (-16 -16 -24) (16 16 32)
{ model(":progs/suit.mdl"); }
Player takes no damage from water
or slime for 30 seconds.
*/
/*QUAKED item_artifact_super_damage (0.5 0.0 0.0) (-8 -8 -8) (8 8 24)
{ model(":progs/quaddama.mdl"); }
Quad Damage. Lasts 30 seconds.
*/
/*QUAKED item_artifact_invulnerability (0 .5 .8) (-16 -16 -24) (16 16 32)
{ model(":progs/invulner.mdl"); }
Player is invulnerable for 30 seconds.
*/
/*QUAKED item_artifact_invisibility (0 .5 .8) (-16 -16 -24) (16 16 32)
{ model(":progs/invisibl.mdl"); }
Player is invisible for 30 seconds.
*/
/*QUAKED item_artifact_super_damage (0 .5 .8) (-16 -16 -24) (16 16 32)
The next attack from the player will
do 4x damage. Lasts 30 seconds.
*/
/*QUAKED item_armorInv (0 .5 .8) (-16 -16 0) (16 16 32)
{ model({ "path": ":progs/armor.mdl", "skin": 2 }); }
Red armor, gives 200 armor points.
*/
/*QUAKED item_armor2 (0 .5 .8) (-16 -16 0) (16 16 32)
{ model({ "path": ":progs/armor.mdl", "skin": 1 }); }
Yellow armor, gives 150 points.
*/
/*QUAKED item_armor1 (0 .5 .8) (-16 -16 0) (16 16 32)
{ model(":progs/armor.mdl"); }
Green armor, gives 100 points.
*/
/*QUAKED item_key1 (0 .5 .8) (-16 -16 -24) (16 16 32)
{ model(":progs/w_s_key.mdl"); }
SILVER key.
In order for keys to work you
MUST set your maps worldtype
(see worldspawn).
*/
/*QUAKED item_key2 (0 .5 .8) (-16 -16 -24) (16 16 32)
{ model(":progs/w_g_key.mdl"); }
GOLD key.
In order for keys to work you
MUST set your maps worldtype
(see worldspawn).
*/
/*QUAKED item_sigil (0 .5 .8) (-16 -16 -24) (16 16 32) E1 E2 E3 E4
{
model(":progs/end1.mdl");
default("spawnflags","1");
}
End of episode sigil.
Flags:
sets episode
*/
/*QUAKED light (0 1 0) (-8 -8 -8) (8 8 8) START_OFF
~ 3
Non-displayed light. If targeted, it
will toggle between on or off.
Flags:
"start_off"
starts off until triggered
Keys:
"light"
sets brightness, 300 is default
"style"
0 = normal
1 = flicker (first variety)
2 = slow strong pulse
3 = candle (first variety)
4 = fast strobe
5 = gentle pulse
6 = flicker (second variety)
7 = candle (second variety)
8 = candle (third variety)
9 = slow strobe
10 = flourescent flicker
11 = slow pulse, not fading to black
styles 32-62 are assigned by the
light program for switchable lights
0 is default
"target"
makes this light a spot light. This should
entity to be an entity for the spot line to
point at (usually a info_null)
"angle"
angle of the cone of the light from the spotlight
*/
/*QUAKED light_torch_small_walltorch (0 .5 0) (-10 -10 -20) (10 10 20)
{
model(":progs/flame.mdl");
}
~ 3
Short wall torch.
Keys:
"light"
sets brightness, 200 is default
"style"
0 = normal
1 = flicker (first variety)
2 = slow strong pulse
3 = candle (first variety)
4 = fast strobe
5 = gentle pulse
6 = flicker (second variety)
7 = candle (second variety)
8 = candle (third variety)
9 = slow strobe
10 = flourescent flicker
11 = slow pulse, not fading to black
styles 32-62 are assigned by the
light program for switchable lights
0 is default
*/
/*QUAKED light_flame_large_yellow (0 1 0) (-10 -10 -12) (12 12 18)
{
model(":progs/flame2.mdl");
}
~ 3
Large yellow flames.
Keys:
"light"
sets brightness
*/
/*QUAKED light_flame_small_yellow (0 1 0) (-8 -8 -8) (8 8 8) START_OFF
{
model(":progs/flame2.mdl");
}
~ 3
Small yellow flames.
Flags:
"start_off"
starts off until triggered
Keys:
"light"
sets brightness
*/
/*QUAKED light_flame_small_white (0 1 0) (-10 -10 -40) (10 10 40) START_OFF
{
model(":progs/flame2.mdl");
}
~ 3
Small white flames.
Flags:
"start_off"
starts off until triggered
Keys:
"light"
sets brightness
*/
/*QUAKED light_fluoro (0 1 0) (-8 -8 -8) (8 8 8) START_OFF
~ 3
Non-displayed light. Makes steady
fluorescent humming sound.
Flags:
"start_off"
starts off until triggered
Keys:
"light"
sets brightness, 300 is default
"style"
0 = normal
1 = flicker (first variety)
2 = slow strong pulse
3 = candle (first variety)
4 = fast strobe
5 = gentle pulse
6 = flicker (second variety)
7 = candle (second variety)
8 = candle (third variety)
9 = slow strobe
10 = flourescent flicker
11 = slow pulse, not fading to black
styles 32-62 are assigned by the
light program for switchable lights
0 is default
*/
/*QUAKED light_fluorospark (0 1 0) (-8 -8 -8) (8 8 8)
~ 3
Non-displayed light. Makes
sparking, broken fluorescent
sound.
Keys:
"light"
sets brightness, 300 is default
"style"
0 = normal
1 = flicker (first variety)
2 = slow strong pulse
3 = candle (first variety)
4 = fast strobe
5 = gentle pulse
6 = flicker (second variety)
7 = candle (second variety)
8 = candle (third variety)
9 = slow strobe
10 = flourescent flicker
11 = slow pulse, not fading to black
styles 32-62 are assigned by the
light program for switchable lights
10 is default
*/
/*QUAKED light_globe (0 1 0) (-8 -8 -8) (8 8 8)
~ 3
Sphere globe light (sprite).
Keys:
"light"
sets brightness, 300 is default
"style"
0 = normal
1 = flicker (first variety)
2 = slow strong pulse
3 = candle (first variety)
4 = fast strobe
5 = gentle pulse
6 = flicker (second variety)
7 = candle (second variety)
8 = candle (third variety)
9 = slow strobe
10 = flourescent flicker
11 = slow pulse, not fading to black
styles 32-62 are assigned by the
light program for switchable lights
0 is default
*/
/*QUAKED misc_noisemaker (1 0.5 0) (-10 -10 -10) (10 10 10)
For optimization testing, starts
a lot of sounds. Not very useful.
*/
/*QUAKED monster_enforcer (1 0 0) (-16 -16 -24) (16 16 40) AMBUSH x x x x x SPAWN_TRIGGERED SPAWN_SILENT
{ model(":progs/enforcer.mdl"); }
Enforcer, 80 health points.
Flags:
"ambush"
the monster will only wake up on
really seeing the player, not another
monster getting angry
*/
/*QUAKED monster_super_enforcer (1 0 0) (-16 -16 -24) (16 16 40) AMBUSH x x x x x SPAWN_TRIGGERED SPAWN_SILENT
{ model(":progs/enforce3.mdl"); }
Lieutenant, 120 health points, 1000 armor.
This S.O.B. will turn you into Swiss cheese
if you are not careful!
Flags:
"ambush"
the monster will only wake up on
really seeing the player, not another
monster getting angry
*/
/*QUAKED monster_me (1 0 0) (-16 -16 -24) (16 16 40) AMBUSH x x x x x SPAWN_TRIGGERED SPAWN_SILENT
{ model(":progs/enforce2.mdl"); }
Mega Enforcer, 150 health points.
With a force field, plasma gun, and shoulder
cannon, look out for this cold-blooded killer.
Flags:
"ambush"
the monster will only wake up on
really seeing the player, not another
monster getting angry
*/
/*QUAKED monster_hell_knight (1 0 0) (-16 -16 -24) (16 16 40) AMBUSH x x x x x SPAWN_TRIGGERED SPAWN_SILENT
{ model(":progs/hknight.mdl"); }
Sabre Knight, 250 health points.
Flags:
"ambush"
the monster will only wake up on
really seeing the player, not another
monster getting angry
*/
/*QUAKED monster_army (1 0 0) (-16 -16 -24) (16 16 40) AMBUSH x x x x x SPAWN_TRIGGERED SPAWN_SILENT
{ model(":progs/soldier.mdl"); }
Grunt, 30 health points.
Flags:
"ambush"
the monster will only wake up on
really seeing the player, not another
monster getting angry
*/
/*QUAKED monster_nailgrunt (1 0 0) (-16 -16 -24) (16 16 40) AMBUSH x x x x x SPAWN_TRIGGERED SPAWN_SILENT
{ model({ "path": ":progs/soldier.mdl", "skin": 1 }); }
Nail Grunt, 30 health points.
This ugly cyborg can penetrate your heart
...and not in a good way.